[spirv] new castings for int8/int16/etc (#86)
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This commit introduces extended support for low-precision integer casting (int8, int16) in the SPIR-V shader generation pipeline, improving compatibility and performance across both Android and PC platforms.

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/86
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This commit is contained in:
lizzie 2025-07-23 01:02:10 +02:00 committed by crueter
parent a974c5a29c
commit 7962c81738
Signed by: crueter
GPG key ID: 425ACD2D4830EBC6
10 changed files with 178 additions and 2 deletions

View file

@ -268,4 +268,53 @@ Id EmitConvertF64U64(EmitContext& ctx, Id value) {
return ctx.OpConvertUToF(ctx.F64[1], value);
}
Id EmitConvertU16U32(EmitContext& ctx, Id value) {
if (ctx.profile.support_int16) {
return ctx.OpUConvert(ctx.U16, value);
} else {
return ctx.OpBitFieldUExtract(ctx.U32[1], value, ctx.u32_zero_value, ctx.Const(16u));
}
}
Id EmitConvertU32U16(EmitContext& ctx, Id value) {
if (ctx.profile.support_int16) {
return ctx.OpUConvert(ctx.U32[1], value);
} else {
return ExtractU16(ctx, value);
}
}
Id EmitConvertU8U32(EmitContext& ctx, Id value) {
if (ctx.profile.support_int8) {
return ctx.OpUConvert(ctx.U8, value);
} else {
return ExtractU8(ctx, value);
}
}
Id EmitConvertU32U8(EmitContext& ctx, Id value) {
if (ctx.profile.support_int8) {
return ctx.OpUConvert(ctx.U32[1], value);
} else {
return ctx.OpBitFieldUExtract(ctx.U32[1], value, ctx.u32_zero_value, ctx.Const(8u));
}
}
// in signed
Id EmitConvertS32S8(EmitContext& ctx, Id value) {
if (ctx.profile.support_int8) {
return ctx.OpSConvert(ctx.U32[1], value);
} else {
return ctx.OpBitFieldSExtract(ctx.U32[1], value, ctx.u32_zero_value, ctx.Const(8u));
}
}
Id EmitConvertS32S16(EmitContext& ctx, Id value) {
if (ctx.profile.support_int16) {
return ctx.OpSConvert(ctx.U32[1], value);
} else {
return ctx.OpBitFieldSExtract(ctx.U32[1], value, ctx.u32_zero_value, ctx.Const(16u));
}
}
} // namespace Shader::Backend::SPIRV